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Under Consideration for 6000.0.X, 6000.3.X, 6000.4.X
Votes
0
Found in
6000.0.64f1
6000.3.1f1
6000.4.0b1
6000.5.0a1
Issue ID
UUM-130285
Regression
No
Binding a mipmap as UAV to a compute shader causes validation errors with WebGPU
Steps to reproduce:
- Open attached project WebGPUMipBug.zip.
- Open SampleScene.unity.
- Make sure that Web platform is selected in the build window, and that the graphics library is set to WebGPU.
- Build and run.
- Open the browser console and observe validation errors.
Error message:
{code:java}
mipLevelCount (4) of [TextureView of Texture (unlabeled 8x8 px, TextureFormat::RGBA8Unorm)] expected to be 1.
- While validating entries[0] against { binding: 0, visibility: ShaderStage::Compute, storageTexture: {format: TextureFormat::RGBA8Unorm, viewDimension: TextureViewDimension::e2D, access: StorageTextureAccess::WriteOnly} }.
- While validating [BindGroupDescriptor] against [BindGroupLayout "TestCompute.CSMain_BindGroupLayout[0]_693"]
- While calling [Device].CreateBindGroup([BindGroupDescriptor]). {code}
{code:java}
(index):1 [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"] is invalid.
- While encoding [ComputePassEncoder (unlabeled)].SetBindGroup(0, [Invalid BindGroup "TestCompute.CSMain_BindGroup[4]_696"], 0, ...).
- While finishing [CommandEncoder (unlabeled)]. {code}
Actual results: Validation errors, shader fails to execute.
Expected results: No validation errors, shader works.
Reproduced on 6000.5, Windows 11
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Resolution Note:
WebGPU: Fix for setting mip level for writable textures bound to compute shaders.